"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


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Male Halfling Bard 5 (Minstrel)

I think I had taken the arcane strike feat for some added versatility, but can not remember what else I had.

I am reading the bard section carefully. I have selected the halfling feats/traits and updated the profile.

Lots to still work out.


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:
Kirth, going over my character sheet I am not sure if I messed up before or if something changed. I also have some questions:

Hopefully I can help... let's see what we've got.

Jaegr "Knock Knock" wrote:
I had chosen 2 racial negative traits Agoraphobia and Light Sensitivity, I also had Arcane Resistance and Defensive Training (Giant-Slayer Feat). Reading the rules now it sounds like I would have only one of the above feats plus 1 from the "additional traits" list for each weakness. Is that the case or can I choose from either list?

My fault; I omitted a sentence. Under weaknesses, it should say, "Alternatively, you can take both negative traits and choose an additional racial feat." (That's a general equivalence, that one racial feat = 2 racial traits, in case I forgot elsewhere.)

Jaegr "Knock Knock" wrote:
Also in the case of Giant-Slayer when it says "This benefit does not apply if you lose your Dex bonus to AC, or if you are wearing heavy armor." does that apply if I wear heavy armor but if I have the fighter talent armor training combined with endurance reducing the ACP to 0 does it still work?

Another omission on my part -- the Armor Training talent should have a sentence that reads, "If you have this talent and reduce your armor check penalty to 0, you are treated as being “unarmored” for purposes of feats such as Canny Defense and Giant-Slayer."

I'll post these errata, and the Druid one above, under the Egg of Coot avatar. Thanks for catching them!


Male Halfling Bard 5 (Minstrel)

How are we handling gear? Since my poor profile lost all my previous information.

Can I just take the classic hobbit mitheral shirt as my light armor?


M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
How are we handling gear? Since my poor profile lost all my previous information. Can I just take the classic hobbit mitheral shirt as my light armor?

Check Chapter 6 (Equipment), under "Magic Items and Wealth." You can have pretty much any mundane stuff you want. For masterwork/magic (Appendix A) or special materials (Appendix B), they count against your numen ("mojo") -- you can have any combination up to 5,400 gp worth.

Mithral armor (Appendix B) runs 13,450 numen, so it's a bit out of your price range at present. (6,000 of that is because of the decreased arcane spell failure chance, which you don't have to worry about anyway, so I'd let you waive that and the cost would be only 7,450 -- still slightly out of reach.)

P.S. One of these days I really need to number the chapter subsections (6.1, 6.2, etc.) and create a big table of contents!


M Goblin Beer Snob 1/Freethinker 3

Caspian -- I found some of this upthread, and some in the "Game Play" thread:

Quote:
  • Masterwork nets: Done.
  • Holy water: 25 gp each x 50 (infinite supply, as far as I'm concerned) = 1250
  • Alchemists fire: 20 gp each x 50 = 1000
  • Wand of CLW: 750
  • Ring of invisibility 1/day (CL 3 x 2nd level spell x 900 for command-activated x 1/5 for daily use = 1080) from the barghest's hoard*
    ---------------------
    Total: 4,080
    Mojo at 4th Level: 5,400
    Leaves 1320 for armor upgrades.
  • You don't necessarily need to stick with that if you don't want, but it gives you an idea of some of the things we were looking at.

    *Or maybe it was a ring of deflection +1, and Caspian only thinks it can make him invisible. If so, its cost is 2000 numen and Caspian would have 400 left for armor.


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    Male Halfling Bard 5 (Minstrel)

    Silly me, I printed the bard section, forgetting how complex the $hit rules really are!

    Still having fun in the reconstruction of Caspian!

    Picking spells is hard......

    See everyone Monday!


    M Goblin Beer Snob 1/Freethinker 3

    Caspian, I never did email you anything... are you using the right version?


    Male Halfling Bard 5 (Minstrel)

    I got the e-mail.....

    With that much alchemists fire.....

    .....I am for certain taking the pyrotechnics spell!


    M Goblin Beer Snob 1/Freethinker 3

    Cool! Looking at what you've got so far, your Cha is really limiting you in terms of rounds per day of inspiration, spells per day, spell and inspiration DCs, and Concentration checks... might want to re-evaluate its priority, since most of your class features depend on it.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Kirth, I have been thinking about a couple items as I re-read all the rules, feats, etc and I have a couple questions and these are half rules/half game immersion ones.

    I see Jaegr going in a couple directions from here:

    One he sticks with fighter the whole and continues to grumble about the weird surface dwellers

    Two maybe taking a pair of Dverge levels. Not sure if in game reasons I would have to be making a return trip home under the mountain. I would have enough Int to qualify for my 1 Transmuter level.

    Three, depending on how the story unfolds if I ever do make it to Rim I may be able to take a level or 2 in cleric, however I don't have the stats for it really.

    Four, looking at fighter talents there is joining an order/challenge and we have just helped out the Duke (Baron?) and there may be an order to join (or some other options with orders). Again however I do not have the Charisma for it.

    Anyways, #4 looks like an in game option that could happen now, #3 maybe later, and #2 could be something coming as I now have my Ceramic Forge Full Plate imbued with a piece of the elemental plane of fire. (One seems like the best choice with the way the dice originally fell)

    Thanks!


    M Goblin Beer Snob 1/Freethinker 3

    Jaegr, those all sound legit; it's all a matter of where YOU want to take him. I can work any of the things you mentioned into the story, although for one or two of them it may take a level or so for it to seem "organic" rather than strained.

    P.S. This reminds me of houstonderek, who said, "Damn it, Kirth! If I take another level of rogue I can bump my sneak attack and get a new talent. But if I take another level of fighter, I boost my BAB and get a bunch of other stuff I want! Why did you have to make this so frickin' hard?!"


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Well the way the stats shook out and the history of Rim leaving for the surface world made me think of the cleric stuff in his background (and the fact he had no Wisdom, though I could have gotten some if I were to go with an 9 Int or 7 Cha which neither appealed to me, though I suppose if you were to allow a swap I could now have a 10 to Int with a change in my 4th level point giving me 14 Wisdom and 17 Str) and that could set me up for a future possibility (depending on how things go)

    How much do you have about the Mountain dwarves religion? Or do you base it off of something (or is it ripe for being made up)

    And I agree with houstonderek, I have 16 different ideas and I can't pick them all!


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:
    How much do you have about the Mountain dwarves religion? Or do you base it off of something (or is it ripe for being made up)

    Until we started, I had nothing at all. Silverhair was the first person to play a dwarven cleric, so he got "dibs" on making all that stuff up -- he ended up inventing separate pantheons for hill dwarves vs. mountain dwarves, and had at least one goddess that pretty much all the mountain dwarves except Rim had stopped following, so she ended up becoming a hill dwarf goddess when his exploits at the surface made the hill dwarves call him "St. Rim of the Glaive."

    Unfortunately, I can't seem to put my finger on his writeup right now. That said, if you want to make some stuff up, go for it!

    Also, minor stat reshuffling seems totally legit, given the rules reshuffling I've gone and done!


    Male Halfling Bard 5 (Minstrel)

    So my new rolls came out...

    Scores:
    12, 11, 11, 13; 11, 9

    The elite array is looking like an option.
    What is the alternative array?


    Kirth a couple more things

    Errata?:

    Three minor things I noticed while reading through stuff:

    Feat Mastery skill in chapter 5- The example given with fleet is wrong, it says 10 feet instead of 5 when it should say 15' instead of 5' (the chart is on the same page)

    Cleric Chapter - Earth Domain - Earth is spelled wrong when talking about favored terrain

    Fighter Chapter - End of Grit, extra s on emulate - It can be used to emulates the cleric’s “weapon master” War domain power from the core rules.


    Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

    I believe I'm more or less done, sans my possessions; I still need to closely read the numen chapter before I do that.

    I intend on focusing on evocation spells primarily. Partially because it's fun. Partially because I want to see what kind of nifty tricks you can do now with metamagic. Pretty much every feat from now on will be some kind of metamagic, I think, especially ones that provide my blasts with status effect riders!

    My goodness - a blaster with 8 Con who takes a race without a Charisma bonus and has racial levels. I'd give the CharOp types a heart attack. ;)

    Question, Kirth: If I take the Sorcerer "Energy Puissance" favoured class bonus, does the bonus damage apply to my Thunderstaff ability? My reading is yes, and I don't believe it would be overpowered for me personally, although I suspect you could do some very fun things with a more melee focused Sorcerer with that!

    Another question: Would you mind if I had a ray of electricity cantrip rather than ray of frost? I could just take versatile evocation, I suppose...


    M Goblin Beer Snob 1/Freethinker 3
    GM Blood wrote:

    Kirth a couple more things

    ** spoiler omitted **

    THANKS! It dismays me to see how much I'm dependent on an outside editor.


    M Goblin Beer Snob 1/Freethinker 3
    Tsarok of the Summer Storm wrote:

    1. If I take the Sorcerer "Energy Puissance" favoured class bonus, does the bonus damage apply to my Thunderstaff ability? My reading is yes, and I don't believe it would be overpowered for me personally, although I suspect you could do some very fun things with a more melee focused Sorcerer with that!

    2. Would you mind if I had a ray of electricity cantrip rather than ray of frost? I could just take versatile evocation, I suppose...

    1. Yes. Argh! More errata! The favored class bonus should read, " Energy Puissance (Su): Choose on energy type (acid, fire, etc.), generally one corresponding to your bloodline. Each time you select this option, you gain +1 damage to spells, spell-like abilities (including your eldritch blast, if applicable), and sorcerer bloodline powers of that energy type.

    However, yours will be +2 max, because it's a sorcerer-specific class bonus, and you have only 2 levels in sorcerer.

    2. I wouldn't mind at all. In fact, I consider ray of electricity, ray of fire, etc. to be perfectly reasonable 0-level spells.


    Male Halfling Bard 5 (Minstrel)

    So previously I was using the net and am not even sure where I got that from in the prior edition information.

    Do I need to select EWP net for this character's re-build?


    Male Halfling Bard 5 (Minstrel)
    Kirth Gersen wrote:
    This reminds me of houstonderek, who said, "Damn it, Kirth! If I take another level of rogue I can bump my sneak attack and get a new talent. But if I take another level of fighter, I boost my BAB and get a bunch of other stuff I want! Why did you have to make this so frickin' hard?!"

    I agree!

    I had a hard time and am still looking at feats.

    Kirth: Do I need to add Weapon Prof. exotic (net) in order to keep using my net?
    I had it before, but do not see it anywhere in the new bard materials...

    Kirth also:

    Spoiler:

    If I use the harmless performer performance, can I still give a flanking bonus and the aid another action?

    I am counting that as about a +6 to hit, +2 for flanking and +4 for the helpful halfling trait....

    And lastly, For the favored class bonus manuever mastery, I would like to add that such that I can increase my ability to hold onto the nets, beyond my what my strength alone would allow......


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:

    1. Do I need to add Weapon Prof. exotic (net) in order to keep using my net?

    2. If I use the harmless performer performance, can I still give a flanking bonus and the aid another action?

    3. And lastly, For the favored class bonus manuever mastery, I would like to add that such that I can increase my ability to hold onto the nets, beyond my what my strength alone would allow......

    1. Minstrels get Simple proficiency with nets. Under net, the proficiencies are as follows:

  • Simple: A person with only Simple proficiency cannot use a net effectively in combat.
  • Martial: Two handed ranged (10 ft.), entangle, refold 2 full rounds.
  • Exotic: One handed ranged (10 ft.), entangle and special (+2 to attacks vs. entangled opponent with a weapon held in your other hand), refold 1 full round (or two move actions).
  • Synergy: If you have Exotic proficiency with the net and also have the Improved Trip feat, you treat the net as if it had the Trip quality. If you have the Improved Weapon Maneuvers feat, you treat the net as if it had the Disarm quality.

    So, you'd need at least martial proficiency, which you could get by taking Martial Weapon Proficiency (Throwing Weapons), or exotic proficiency, which you could get by taking Exotic Weapon Proficiency (net).

    2. "Harmless performer performance" is modeled by selecting sanctuary as a spell and as your 1st performance. It would therefore work like the spell in the core rules, which says, rather ambiguously, "The subject [you] cannot attack without breaking the spell but may use nonattack spells or otherwise act." Aiding another to attack counts as attacking, but I don't see why you wouldn't be able to give flanking, because you're only threatening, not actually attacking.

    3. I'll do one better, and say that if you select "wrestling maneuvers" as the maneuver type, it'll apply to grappling, tripping, and net use.


  • Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.
    Kirth Gersen wrote:
    However, yours will be +2 max, because it's a sorcerer-specific class bonus, and you have only 2 levels in sorcerer.

    Duh, of course... Wasn't thinking right.

    I had a look through the numen rules and my most favourite thing is that you don't penalise someone having an uber ancestral weapon. :) So awesome. Also, good bye Christmas tree effect!

    Do we start with "par" for our level?


    M Goblin Beer Snob 1/Freethinker 3

    Yes, "par" is the goal for now, unless you intentionally want to shoot for below minimum and add a class level...


    M Goblin Beer Snob 1/Freethinker 3

    Jaegr, Kelgan, Cricket, have you started updating?


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    I've been looking through everything trying to figure out what I want to do.

    I "lost" Ancestral Weapon Feat and Weapon Training Fighter Talent, which does cut into my "to hit" like you mentioned. I am thinking of replacing Ancestral Weapon with Stone Power and Weapon Training to Armor Training.

    I was going through mojo and I think all my stuff is wrong as I get an extra +2 with Personal Weapon fighter talent with which I have listed +1 and keen, but keen isn't a + anymore, just a straight cost so I do not know if that works. The mojo read messed me up a little.

    Other than that I am prety much done, but haven't updated my sheet yet


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:
    +2 with Personal Weapon fighter talent with which I have listed +1 and keen, but keen isn't a + anymore, just a straight cost so I do not know if that works.

    The straight cost is mostly for calculating mojo spent on magic items, so that a +1 flaming keen holy sword costs a lot less than 50K gp. But for purposes of Personal Weapon, you can just call keen a +1 property and be done with it -- it's a lot simpler than dealing with cost equivalents in that case.

    The custom items sections are a lot longer and more complicated because they're intended to put a large amount of creative power directly into the players' hands: you can design exactly the kind of weapon/armor/etc. you think would best fit your character's "legend" -- with cost caps to keep the total power level within a reasonable scale. Hopefully the extra complexity is worth it in the long run, but that's for each person to decide.


    Male Halfling Bard 5 (Minstrel)

    I think I finished!

    Though any thoughts from others would be appreciated.
    That can be anything from spell selection to anything else!

    Kirth, though the martial thrown would have added both bomerangs and bolas to the mix, I decided to go with EWP net.

    For my second feat, I selected Canny defense, based on Cha, that was likely one of the best choices for this level.

    I am curently going through the mundane task of examining my gear and what I have and or need.

    The only major item I really still need is Masterwork bagpipes


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:
    The only major item I really still need is Masterwork bagpipes

    They're yours! You've been in town long enough, with enough cash, that there are any number of places you could have scored a set -- or even commissioned a hill dwarf to make a Small-sized set just for you.


    Male Halfling Bard 5 (Minstrel)

    Awesome, that will make moves like Jaegr sound so much better!

    Any other notes on Caspian?


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:
    I think I finished! Any other notes on Caspian?

    Looks good! Just some minor stuff:

  • I calculate AC 21, touch 17, flat-footed 14
  • Saves should be Fort +2, Ref +7, Int +3 (+5 vs. illusions), Will +7 (+9 vs. fear).
  • Projectiles use your Wis modifier, not Dex, unless you have a feat, etc. that switches it to Dex.
  • Your inspirations aren't among your spells known, so you'll need to swap out a couple of spells. (There's a lot of overlap between glitterdust and pyrotechnics, so hopefully this won't be too big a deal.)
  • At 4th level, you can't exceed 4 ranks in any skill, including free ranks from class levels.
  • Being immune to color spray will probably come in handy!


  • Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1
    Kirth Gersen wrote:
    Jaegr, Kelgan, Cricket, have you started updating?

    No, I'm too scared to look.

    Spoiler:
    Starts update: now


    M Goblin Beer Snob 1/Freethinker 3
    Doodlebug Anklebiter wrote:
    No, I'm too scared to look.

    Don't think too much changes for you, actually, except for Mark of the Wild being a multi-purpose ability limited only by CR total. Wolvie can be anything up to CR 2, so a CR 1 wolf + 2 more HD works, or a CR 1 wolf + a PC class level (which would give him the heroic attribute adjustments of +4/+3/+2/+2/+0/-2), or whatever. Then all you'd need to do is decide whether you're buying spontaneous summons with the rest, or leaving some extra to command random animals you meet along the way.


    Male Halfling Bard 5 (Minstrel)

    Ok, I guess I misunderstood the spells known becoming inspirations, that makes a difference in the future!

    As a further question (for the future) when I reach 5th level and can swap out a spell known, can I swap one that became an inspiration?

    I see this could create several scenarios.
    1. You lose the spell, but keep the inspiration
    2. You gain a new spell and the corresponding inspiration
    3. You lose both the spell and the inspiration

    I guess I have everything updated now.

    Who knew wis for ranged attacks!

    How useful will Requiem be?


    Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1
    Kirth Gersen wrote:
    Doodlebug Anklebiter wrote:
    No, I'm too scared to look.
    Don't think too much changes for you, actually, except for Mark of the Wild being a multi-purpose ability limited only by CR total. Wolvie can be anything up to CR 2, so a CR 1 wolf + 2 more HD works, or a CR 1 wolf + a PC class level (which would give him the heroic attribute adjustments of +4/+3/+2/+2/+0/-2), or whatever. Then all you'd need to do is decide whether you're buying spontaneous summons with the rest, or leaving some extra to command random animals you meet along the way.

    Yeah, I'm done with everything 'cept Wolvie. Some of my skills went up, some went down, but that's about it.


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:

    As a further question (for the future) when I reach 5th level and can swap out a spell known, can I swap one that became an inspiration?

    I see this could create several scenarios.
    1. You lose the spell, but keep the inspiration
    2. You gain a new spell and the corresponding inspiration
    3. You lose both the spell and the inspiration

    You'd lose the spell and inspiration, so you'd choose a new spell of that level, and then choose a new inspiration for that level from among your spells known.

    Just to be clear, when you designate a spell as an inspiration, you can still cast it as a spell if you want to. Using it as an inspiration just gives you a lot more flexibility in terms of who you want affected, how long you want it to last, and so on.

    Caspian Barefoot wrote:
    How useful will Requiem be?

    Would have been handy against those zombies... but not sure about the future yet -- depends where everyone goes and what they do.


    Male Hill Dwarf Fighter 5

    Yes in the process of updating today.


    M Goblin Beer Snob 1/Freethinker 3

    Tsarok, I'll need some help fitting you into the ongoing narrative. Discussion spoilered

    Spoiler:
    Fleeing the Altland Moors, you'd have skirted the Great Erb Forest to the east, following the Banshee River downstream (see map in Ch 1). A small clan of man-eating lizardfolk were butchered near Fenrift Keep there a generation ago, so you definitely want to avoid their patrols. At the mouth of the river is Morningswake "City" -- more a walled stockade town where Duke Kolvin sits. Again, this is probably not someplace where you'd find welcome, but the City of Kaisersburg, where the other PCs are now, is all the way on the south side of the Lake.

    So, first off, we need to get you to Kaisersburg somehow. An easy idea is to have you walk into Morningswake City, have people attack you, electrocute them, and get sent to Kaisersburg for sentencing because Kolvin isn't in Morningswake at the time -- he's visiting Kaisersburg (see last few pages of game play). But I'm totally open to other ideas, because the one just outlined still leaves us with the question of how you'd end up off death row and helping the others. No matter which way we cut things, you'll be facing a fair amount of racial discrimination even -- or maybe especially -- on the frontier, which I assume is part of the reason you picked lizardfolk to begin with. The good news is that that leaves us with a lot of possible introduction hooks.

    Thoughts?


    Male Halfling Bard 5 (Minstrel)

    Caspian was alone on the edge of town in the cemetery if you need an intro hook.......
    Writing the background for the requiem bardic lore.....
    .....I could make that something present tense, tonight...rather than historical.


    M Goblin Beer Snob 1/Freethinker 3

    Caspian is a walking plot hook -- I'll never have problems fitting him in!


    Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

    I'm about to leave for uni for the day, but I will chew on what you've just posted during classes and get back to you this evening.

    In any case: yes, I expect to be hated, that's part of the fun. ;)


    Male Hill Dwarf Fighter 5

    Kelgan's mostly finished, need to update the profile.

    Some questions

    Would it be permissiable to choose "Field Medic" as the fighter skill training option, providing a skill rank in Heal, instead of the other skill options?

    Shared Shield (Stance) can be used with the Combat Experise and Two-Weapon Defense feats, and the Elaborate Defense fighter talent. Is it possible to also use it with the Shield Other fighter talent?


    M Goblin Beer Snob 1/Freethinker 3
    Kelgan Cragbelly wrote:

    1. Would it be permissiable to choose "Field Medic" as the fighter skill training option, providing a skill rank in Heal, instead of the other skill options?

    2. Shared Shield (Stance) can be used with the Combat Expertise and Two-Weapon Defense feats, and the Elaborate Defense fighter talent. Is it possible to also use it with the Shield Other fighter talent?

    1. Yes, absolutely.

    2. Let me look at how all three of them would work together and get back to you on that. My first impulse is to say "yes," but I need to think about unintended consequences before setting a precedent.


    Male Hill Dwarf Fighter 5

    Made some modifications, equipment-wise.

    Mundane gear:
    Masterwork Full Plate
    Masterwork Glaive
    Masterwork Heavy Crossbow
    Portable Still (Alchemist's Lab)
    Healer's Kit

    Mojo, to par:
    The Gauntlet (gift from Giovanni, survived explosion): +1 AC (1000)
    Emberwall (wooden tower shield, smolders with unquenchable fire from where it was burned) +2 Armor, Burning Hands 1/day (4,360)

    Mojo, above par:
    Using the crafting rules for Alchemy to create the following items:
    Dwarven Firebombs (10): Advanced Alchemist's Fire (2d6), ([20x5]x10=1000)
    Grandmother Ruke's Grand Rebuke (5): Potion of Cure Light Wounds (CL 4) (Substituting Skill Focus (Heal) for spellcasting), ([50x1x4]x5=1000)

    Mojo allocated: 6,360


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Kirth another question for you:

    Giant Slayer:

    Here is the Feat text:
    GIANT-SLAYER (COMBAT)
    Prerequisites: Base attack bonus +1, Acrobatics 5 ranks; or dwarf or gnome race (see below).
    Benefit: You gain a +4 dodge bonus to your Armor Class against giants, or a +2 dodge bonus against any non-giant creature two or more size categories larger than yourself. This benefit does not apply if you lose your Dex bonus to AC, or if you are wearing heavy armor.

    You also gain a +1 racial bonus to attacks against creatures at least one size category larger than you are. You gain a bonus on damage against creatures larger than you are equal to twice the racial bonus to attacks granted by this feat. For every 4 points of your base attack bonus, these bonuses increase by +1/+2 (maximum +6/+12 at BAB +20).

    If your base attack bonus is +6 or higher, all racial bonuses from this feat improve by +1 (+5/+3 to AC, +2 to attacks, +4 damage).

    If your base attack bonus is +11 or higher, all racial bonuses from this feat improve by an additional +1 (+6/+4 to AC, +3 to attacks, +6 damage).

    If your base attack bonus is +16 or higher, all racial bonuses from this feat improve by an additional +1 (+7/+5 to AC, +4 to attacks, +8 damage).

    So if I read that right, Giant Slayer gives +4/+2 to AC, +1 to hit,+2 to damage. At BAB +4 it gives +4/+2 to AC, +2 to hit,+4 to damage. At BAB +6 it gives +5/+3 to AC, +3 to hit,+6 to damage. (not +2 to hit, +4 to hit). At BAB +8 it gives +5/+3 to AC, +4 to hit,+8 to damage. At BAB +11 it gives +6/+4 to AC, +5 to hit,+10 to damage. (not +3 to hit, +6 to hit). etc etc

    Or did I not read that right?


    M Goblin Beer Snob 1/Freethinker 3
    Kelgan Cragbelly wrote:

    Made some modifications, equipment-wise.

    Appoved. Excellent allocation of mojo, legit uses of crafting in terms of substituting casting and supplementing "par" equipment, and really nice refrences to previous successes ("dwarven firebombs").


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:

    Kirth another question for you:

    "For every 4 points of your base attack bonus, these bonuses increase by +1/+2 (maximum +6/+12 at BAB +20)." [However]

    "If your base attack bonus is +6 or higher, all racial bonuses from this feat improve by +1 (+5/+3 to AC, +2 to attacks, +4 damage)."

    Yeah, these look mutually-contradictory to me, implying at some point it was decided the the bonus scaling was too fast/too slow and was altered accordingly, but the original text didn't get amended. I'll revise it when I get home and post the correct version (here, and also under the "Egg of Coot" avatar for easy reference). For the master document, I think a table might also be in order!

    Thanks for the catch.


    Male Halfling Bard 5 (Minstrel)

    I went back through Caspian and found I had shorted myself on languages.

    My understanding is I know Common, halfling and since my INT was high enough my choice of one out for the four offered, giving me an initial three languages.

    Then at second level 2 in linguistics gave me a fourth, and 4th level and 4 in linguistics gave me a 5th language.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Hope I am not pointing out too many of these Kirth:

    Spoiler:

    From Ranger Favored Enemy Appendix A page 16

    If you have constructs and indeed as a favored enemy, these creature types are no longer immune to any feats, fighter talents, or ki powers you possess that normally allow a Fortitude save. In addition, constructs and undead damaged to less than half their full hp total by your attacks take penalties as if fatigued; those to below one-fourth as if exhausted. This subsumes the of the Bane of the Clockwork variant class feature, from Dragon magazine (issue 351).

    Favored Weapon page 17 (Line break and upon instead of weapon)

    For example, a 10th level ranger (3rd level spells, +3 in bonuses) might imbue his masterwork bow as a +1 weapon, trade the additional +2 for 8,000 mojo, and use that to purchase the
    upon using his 3rd level spell
    , would be left with a +1 bow. Upon using all his 1st and 2nd level spells, he would have a masterwork bow with no additional properties.


    M Goblin Beer Snob 1/Freethinker 3
    Caspian Barefoot wrote:

    I went back through Caspian and found I had shorted myself on languages.

    My understanding is I know Common, halfling and since my INT was high enough my choice of one out for the four offered, giving me an initial three languages.

    Then at second level 2 in linguistics gave me a fourth, and 4th level and 4 in linguistics gave me a 5th language.

    I agree; Common + Halfling + 1 Int + 2 linguistics = 5 total.


    M Goblin Beer Snob 1/Freethinker 3
    Jaegr "Knock Knock" wrote:
    Hope I am not pointing out too many of these Kirth:

    Not at all... keep 'em coming! And I'm totally not paying my senior editor this month -- I promised him 25% of everything I made off this project, and 25% of $0 is too much, if he's relying on you to find everything!

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